Difference between revisions of "Ancestral Weapon (3.5e Spell)"

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Upon completion of the casting, a weapon of the caster’s choice is created in the hands of the designated creature (which can be, but is not limited to) the caster themselves. The target must have a number of free hands necessary to wield the weapon in order to be an eligible target. This weapon cannot be exotic for the creature wielding it; racial traits that cause certain weapons to be treated as martial for the purposes of proficiency should be factored into determining which weapons are permissible.
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Upon completion of the casting, a weapon of the caster’s choice is created in the hands of the designated creature (which can be, but is not limited to, the caster themselves). The target must have a number of free hands necessary to wield the weapon in order to be an eligible target. This weapon cannot be exotic for the creature wielding it; racial traits that cause certain weapons to be treated as martial for the purposes of proficiency should be factored into determining which weapons are permissible.
  
The target creature is automatically considered proficient with the created weapon even if they would normally not have proficiency with martial weapons. The weapon created also gains a +1 enhancement starting at caster level 3 and an additional +1 every four caster levels gained thereafter. Any enhancement bonus beyond the first may be used to gain additional enhancement bonuses or equivalent special weapon qualities, though the weapon is still subject to a maximum +5 flat enhancement bonus. The exact enhancement and qualities of the weapon are chosen by the caster upon the weapon’s creation. In addition, due to the circumstances of its creation and the spiritual force of the wielder’s ancestors, the weapon automatically functions as a ''[[SRD:Ghost Touch (Weapon Enhancement)|ghost touch]]'' weapon, at no cost, even if it lacks any normal enhancement bonuses.
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The target creature is automatically considered proficient with the created weapon, even if they would not normally have proficiency with martial weapons. The weapon created also gains a +1 enhancement bonus starting at caster level 3 and an additional +1 every four caster levels gained thereafter. The weapon is still subject to a maximum +5 flat enhancement bonus; any enhancement bonuses beyond the first may instead be used to gain equivalent special weapon qualities (such as ''[[SRD:Flaming|flaming]]'', ''[[SRD:Keen|keen]]'', etc.), so long as those can be applied to the weapon created. The exact enhancement and qualities of the weapon are chosen by the caster upon completion of the spell.  
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In addition, due to the circumstances of its creation and the spiritual force of the wielder’s ancestors, the weapon automatically functions as a ''[[SRD:Ghost Touch (Weapon Enhancement)|ghost touch]]'' weapon at no cost, even if it lacks any normal enhancement bonuses.
  
 
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Latest revision as of 14:42, 9 December 2017

Homebrew.png
Author: ThunderGod Cid (talk)
Date Created: June 26, 2011
Status: Finished
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
 Ratings for this homebrew:
Average:
3.6
/ 4

 3 users favored it (4/4).
 2 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 0 users opposed it (0/4).

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Ancestral Weapon
Conjuration (Creation)
Level: Cleric 1, Duskblade 1, Family 1, Sorcerer/Wizard 1
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No

Upon completion of the casting, a weapon of the caster’s choice is created in the hands of the designated creature (which can be, but is not limited to, the caster themselves). The target must have a number of free hands necessary to wield the weapon in order to be an eligible target. This weapon cannot be exotic for the creature wielding it; racial traits that cause certain weapons to be treated as martial for the purposes of proficiency should be factored into determining which weapons are permissible.

The target creature is automatically considered proficient with the created weapon, even if they would not normally have proficiency with martial weapons. The weapon created also gains a +1 enhancement bonus starting at caster level 3 and an additional +1 every four caster levels gained thereafter. The weapon is still subject to a maximum +5 flat enhancement bonus; any enhancement bonuses beyond the first may instead be used to gain equivalent special weapon qualities (such as flaming, keen, etc.), so long as those can be applied to the weapon created. The exact enhancement and qualities of the weapon are chosen by the caster upon completion of the spell.

In addition, due to the circumstances of its creation and the spiritual force of the wielder’s ancestors, the weapon automatically functions as a ghost touch weapon at no cost, even if it lacks any normal enhancement bonuses.


Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsCleric
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsDuskblade
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard


ThunderGod Cid's Homebrew (374 Articles)
ThunderGod Cidv
Article BalanceVery High +
AuthorThunderGod Cid +
ComponentV + and S +
Identifier3.5e Spell +
LevelCleric 1 +, Duskblade 1 +, Family 1 + and Sorcerer/Wizard 1 +
RangeOther +
Rated ByDragonexx +, Aeturo +, The bluez in the dungeon +, Tarkisflux + and Eiji-kun +
RatingRated 3.6 / 4 +
SchoolConjuration +
SubschoolCreation +
SummaryYou create a weapon wielded by your ancestors and imbued with their strength. +
TitleAncestral Weapon +